- I like how unique the overall concept is and that its quite challenging to control. I would say to maybe add the controls at the top left screen so people know what they are.
- I felt the controls move and easy to navigate throughout the level. I'm with the line represented. Where you're looking was a good detail. Which made it easier for me to navigate. To prove this, I would add an across onto the character to avoid motion sickness, So the play has something to focus on. So, to make the light slightly thicker. which represents the site of the player so it's easier the point which direction you want to go.
- While it it very confusing it feels like some keys do something different every time you press them it was very confusing to get a handle of and i think the shot guns shot gun was slightly too long by 0.5 seconds at most and its also feels uncomplete alike you don't really rebound off walls you just slam into them
The development of this project intersected with some major ups and downs in my own life that have disrupted my workflow majorly.
This resulted in a personal schedule of the project development being discarded and flawed time management.
I also have myself to blame, as by the beginning of the development process, I was going in blind in terms of the math behind essential parts of the physics behind games such as this.
My own obsessive focus on the development of this game & its functional state gave me little to recieve feedback on in terms of the product, & help had to be sought from external communities and sites.
Regarding what I have promised in the proposal, I'm disappointed I was unable to deliver adequate substance relative to such.
Despite these potential blunders in the workflow & the dubiousness of how well I perform in this unit, I am proud of my work; I have created the basic elements of a videogame using a low-level language and dependance on little development resources.
In the time I took full advantage of, I created the foundation interactive elements of a game:
A functional heads up display, rudimentary physics simulations that detect between frames, advanced player character controls with interactive elements and drawing to a viewport with rotational & scaling transformations. These many elements I am proud of and can exploit in the creation of future projects of mine.
To improve my workflow requires me to manage my own mental health and responsibilities better.
My projected would also have had far better results had I had more success in researching the mathamatical issues & solutions regarding the physics and level creation of this game.
In general I really need to begin practicing digital art again, I've been rusty in that department for a long time.
Libsdl.org. (2024). SDL3/FrontPage. [online] Available at: https://wiki.libsdl.org/SDL3/FrontPage.
Jorenar (2024). C language. [online] C-language.org. Available at: https://www.c-language.org/.
Whatwg.org. (2020). HTML Standard. [online] Available at: https://html.spec.whatwg.org/.
W3C (2019). Cascading Style Sheets. [online] W3.org. Available at: https://www.w3.org/Style/CSS/Overview.en.html.
store.steampowered.com. (2025). White Knuckle on Steam. [online] Available at: https://store.steampowered.com/app/3195790/White_Knuckle/.
store.steampowered.com. (n.d.). Endoparasitic on Steam. [online] Available at: https://store.steampowered.com/app/2124780/Endoparasitic/.
YouTube. (n.d.). javidx9. [online] Available at: https://www.youtube.com/channel/UC-yuWVUplUJZvieEligKBkA.
MyBib Contributors (2019). Harvard Referencing Generator – FREE – (updated for 2019). [online] MyBib. Available at: https://www.mybib.com/tools/harvard-referencing-generator.